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Russia

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Everything posted by Russia

  1. It appears the sling does not benefit from any of the current combat skill iterations. Xandu, have you given any thought to adding a skill line for this weapon?
  2. It looks as though with the latest release following the initial sword nerf (-50% attack speed), Tyron buffed swing speed by +25%, then in the latest release adjusted base longsword damage by +25%. Will you be adjusting the attack values of your weapons in order to reflect this change, or perhaps to maintain a certain internalized concept of how strong they should be overall? For clarification, to retain the same dps as pre-1.16 with the new attack speed would require a 60% damage buff.
  3. Is there a place where we can view the damage/range/durability attributes of each weapon type and tier?
  4. @Xandu Weapon damage calculation appears to be off both surface and underground. Components: Hunter level 16 combat with 3/3 spearman, 19 temporal adaptation with 3/3 temporal unstable, weapon is spear with 8.9 damage/hit Temporally unstable area: Expected damage per hit ~14.52, actual damage per hit 16.098. On the surface, temporally stable: Expected damage per hit, ~11.49, actual damage per hit ~9.19. I arrived at the expected numbers by first reducing the base damage 8.9-15%= 7.565, then applied the bonuses to to that number: So, 7.565+3.9338 (52%, spearman) + 3.026 (40%, temporal warrior)= 14.589 Any clue what's happening? *Damage per hit numbers were provided by VSHUD mod*
  5. I wanted to see the syntax/references for the skills so I could try putting together that one I had suggested earlier.
  6. Thanks for the reply, Xandu! Would you happen to have the source available?
  7. Xandu, I've been going through the files in the mod. I'm curious, where does it actually store the code for various functions and abilities? All of the .json files I've looked at appear to be references.
  8. I feel as though it would make more sense for the 'Iron Fist' skill to work the opposite of how it does right now. Where the maximum damage would be achieved by having 0 armor, decreased for each tier of armor, like a classic monk. eg. instead of 2*(armor tier) damage, it would be 2*(4-armor tier) damage.
  9. Thanks for the reply Xandu! Do you know if that's solely the base damage of the shovel, or is it influenced by the tool master skill/stable warrior/blackguard bonus-- and if so, would those bonuses apply before or after the initial multiplier?
  10. Just curious, the shovel knight skill cites 'a massive amount of damage', how much damage does it deal on proc exactly?
  11. Technical question, does the katar have a weapon type tagged to it? For example, xskills provides bonus sword damage, would it affect the damage of the katar?
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